Palworld: Difficulty Calculator
Every other rate table tells you what a setting is called. This one tells you what your number does: paste the config your server is running and each rate is shown against vanilla, in spheres, seconds, hit points and hours. Nothing is uploaded, and the numbers update as you drag.
Paste your PalWorldSettings.ini, or just the OptionSettings=(...) line. Only the rate keys below are read; passwords and anything else are ignored and never leave your browser.
What your rates do
Catching a Pal
PalCaptureRateSame as vanilla.
% of the time on vanilla
The rate is applied to an internal BaseChance and the chance you experience is its cube root, so the catch chance scales by the cube root of the rate: doubling the rate is about a 26% improvement, not double. Probability stops at 100%. Spheres per catch is the average, not a guarantee.
Getting work done
WorkSpeedRateSame as vanilla.
seconds on vanilla
Duration scales by 1 ÷ rate. It does not change who can do the job: work suitability is a property of the Pal, so check the Pal database if a job is not being picked up at all.
Surviving a fight
PalDamageRateAttack · PalDamageRateDefenseSame as vanilla.
Defense is the setting people set backwards. PalDamageRateDefense multiplies the damage your Pals take, so 2.0 halves how long they live and 0.5 doubles it. Effective HP is base HP ÷ that rate. Base stats are level-1 values from the Pal database.
Hatching an egg
PalEggDefaultHatchingTimeSame as vanilla.
This one is not a multiplier - it is the number of hours, and 0 means the egg hatches the moment it goes in an incubator. It is the single biggest lever on how long a breeding project takes; plan the parents with the breeding calculator.
OptionSettings=()
The six rates, and what each one is worth
| Setting | Vanilla | Range | What moving it actually buys you |
|---|---|---|---|
ExpRate | 1.0 | 0.1 - 20.0 | Levelling time scales by 1 ÷ rate. The usual reason a co-op server sets 2.0 is that the mid-game grind is tuned for solo play over months, not a group over weekends. |
PalCaptureRate | 1.0 | 0.1 - 2.0 | Spheres per catch, on average, divided by the rate. Caps out: against a Pal you already catch 60% of the time, 2.0 saves under one sphere. |
WorkSpeedRate | 1.0 | 0.1 - 10.0 | Base throughput. Raising it does not fix a base that is missing a work suitability, and it does not raise the worker cap. |
PalDamageRateAttack | 1.0 | 0.1 - 5.0 | Damage your Pals deal. Applies to wild and enemy Pals too, so it shortens fights in both directions. |
PalDamageRateDefense | 1.0 | 0.1 - 5.0 | Damage your Pals take. Higher is harsher, not tougher. Set it below 1.0 for a team that survives raids. |
PalEggDefaultHatchingTime | 72.0 | 0.0 - 240.0 | Hours, absolute. 72 → 6 turns a breeding project from a fortnight into a weekend; 0 hatches on placement. |
Presets worth starting from
- Vanilla: every rate at 1.0, hatching 72h. Use it as the control before you change anything.
- Casual co-op: ExpRate 2.0, capture 1.5, work 2.0, damage taken 0.7, hatching 6h. The common shape for a group that plays a few evenings a week.
- Hardcore: ExpRate 0.7, capture 0.7, work 1.0, damage dealt 1.0, damage taken 1.5, hatching 72h. Note the direction: harder means raising the defense rate, not lowering it.
- Breeding server: hatching 0-1h with everything else at vanilla. Changes the loop completely without touching combat balance.
Change them without editing a file
Every number on this page lives in one OptionSettings line, and a typo in it is the most common reason a Palworld server boots on defaults and quietly ignores everything you set. On a managed Palworld server these are form fields with the ranges already enforced, the file is regenerated and validated on save, and the world is backed up before every game update - so a rate change is a click, not a restart-and-hope.
Check a config you already have → · Which Pal for which job → · Element matchups →
Want this on a real server? Supercraft hosts Palworld →